Things got a little hectic and I finished out that "Thud" thing in a bit of an ugly fashion. I need to pick it up again in a week or so to do it right and then I will post my three completed pages. Meanwhile, I am working on a fine art piece to be a third entry to the OCCCA Gothic exhibition. In about seven and a half hours I'll have a fully rendered ultra res version of this I can place my Maxim Verehin Pikachu or my Mudbox golem into. Just whipping up something hopefully tailored to the "movies, literature, dark, twisted" theme of the show. The golem will be easier for me to use because of the permissions issue. This is done in Vue 9 Complete.

Damn thing crashed in the middle of the night, I think due to an automatic Windows update that took over the CPU. I guess I'll have to break down and network the renderfarm I been meaning to make. Slow is a bummer. Of course, renderfarm means animation fully enabled (providing I learn how to do it properly). This particular scene has a bunch of wind that you can't see because I presented it as a still. This is a golem that is so old he has a bunch of lichens, by the way.

Here are a couple stills from my current project which is a kinetic novel illustration of the Book of Revelation. I have a screen cast of the two dimensional art with alternative soundtrack version of The Cask of Amontillado that I will embed tomorrow. I have the prologue and Epilogue complete for Revelation, but I have not yet had the time to screen cast them.Attachment 1951752

This is the two dimensional art/alternative soundtrack version of The Cask of Amontillado. This one seems to be the more popular of the two with the visual novel fan base. They don't seem to be down with three dimensional art for some reason.

I was piddling around seeing if I could really take a collada rigged figure into Vue 9 (which I apparently could, but could not figure out how to pose once inside). I just posed it a bit in Blender and goofed around with the texture.

My Vue 9 unravels the posing of Blender and Makehuman figures and presents them in a "T" pose. Supposedly it cooperates with Poser so I bought a copy of that. I doubt if this is how I am supposed to use it. I suppose I should watch some tutorials. I thought this was comical enough to share.
I wonder how the Hell I got Thud and the gang to be posed in Vue? I'll have to go back and examine those files. They were posed with an earlier version of Makehuman and textured with Art of Illusion.

Edit: Thud and the gang are not rigged. That prior version of Makehuman would pose people and just export them as objects of a specific shape. Messing around a bit, I have figured out how to display the bones and found an edit object icon in the upper Vue taskbar that will allow me to manipulate bones. It will take practice to get good at this.

Here is the physical painting I made from the pilot drawing in post 675. It is 36" x 48" gallery wrapped. The other attachment is the pilot drawing for the next one in the series which will be 37.5" x 48".

There is still a need to do some more work with the raw sienna. Too much of the pthalo blue underpainting is showing through.
My reprap 3D printer kit is almost all here. I lack only the nuts and bolts kit and the hotend, both of which I think I get today.

I've done some additional work on the acrylic painting. I got my remaining parts for the Reprap printer on the 12th. The son of an attorney I do some work for will help me assemble the printer this summer before he heads off to engineering school. When we get it together, I intend to print out the plastic parts for a second printer. I've signed up for a laser cutter class July 6 at a nearby hackerspace so I'll be able to cut out the frame from acrylic or wood. We should be able to make a second printer for him for under $300 in unprintable/uncuttable parts (which his mom will pay).

I like the two paintings in post #685 very much. Their designs remind me early 3d games like Elite 2 or Mike Singleton's Midwinter & Ashes of the Empire. The "wall" environment also has an old school feel of the first voxel games like Commanche. I'm totally fond of your recent works!

Thanks. I am consciously combining the color schemes of Clyfford Still with the precisionist tendencies of Charles Scheeler and modern 3D drafting techniques. I am perhaps in the last decade of my life and it is time for me to put together what I have learned. I will probably also work in some exploratory mark making if I can do so without killing the effect of my edges.